Pokémon R/B/Y: What's "out of bounds"?
Вставка
- Опубліковано 23 жов 2016
- Have you ever wondered what's outside the normal map boundaries? Here's a detailed analysis of out of bounds geography in Generation I Pokémon games.
Full-sized map of OOB Pallet Town:
sites.google.com/site/thezzaz...
Full-sized map of OOB Sea Route 20:
sites.google.com/site/thezzaz...
To patch the game to ignore any map connections change the three following bytes at offset $07BA to 0xC3, 0xC6, 0x08. This hack only works on English Red/Blue.
The OOB diagram in full resolution:
sites.google.com/site/thezzaz... - Ігри
So apparently, getting into the Pallet Town grass didn't give me a Pikablu.
*quickscop noise*
Hey ZZAZZ,
I have My Old Boy on Android and was wondering how effective it is in regards to your glitches. I know you did an emulator video in the past and am curious how effective it would be if I wanted to get into these kinds of glitches.
Thanks,
-Aero
I got in there a freaking Dragonite 255 lvl.
I dont f*cking need it, just give me the f*cking Pikablu.
What a rip-off!
TheZZAZZGlitch Which adress (I FORGET THE GODDAMN WORD) do i need to modify in Pokemon Yellow if i need to ignore map connections?!?!?! I just thought
What the helll
Normally it would crash
SHIT
>When I go out of bounds in the X direction, we will run into exact copies of the original map. These copies have no objects, scripts or warps - only map data remains intact.
You mean... PARALLEL UNIVERSES???
wouldnt it be funny if we reached the end of the universe only to discover that it loops bakc into a shittier form of itself
It's just like our universe, but there's no life and you can fly through the planets
Now just wait until you start hitting floating point precision errors.
thats what happens when school ends and work begins
Guilmon35249vr you can't run into floating point precision errors because the Gameboy uses fixed points
Your game corner theme is like Pannekoek's File select theme.
The virgin Mario 64 File Select vs the chad RBY Game Corner
@@youtubeneedstochange4414 It's the GSC GC
Glitching Pokemon games is seriously becoming a science. It's impressive, but also kind of worrying.
Like, imagine if ZZAZZGlitch had spent all this effort on something like high-energy particle physics instead. Perhaps some corner of the world is missing a great mind, waiting for a discovery that never came, just because those Pokemon games were so fun to break.
This sounds like something someone would say to Pannenkoek.
well, you could also think of it this way - imagine a young genius with the potential for those kinds of discoveries, and they only realize their abilities because of pokemon glitches. i could see someone finding an interest in stuff like programming from things like this, a lot of people have access to gen 1 pokemon games and so even someone pretty young could try this stuff out for themself, it'd be a starting point for getting into some types of science.
i mean, i never got super into programming or anything but even when i was pretty young i liked pokemon glitches, i imagine if i had a lot of talent in it then i probably would've known. in a way, pokemon glitches are an accessible and somewhat simple way to be introduced to complicated math and science, i'm sure there's someone out there who's learned from it.
There's also the potential of these glitches to teach other concepts of programming - Pannenkoek's video on floats is what taught me how they work.
First we need to talk about parallel universes...
A universe is just a universe, you can't say it's a parallel.
Well TJ "GengarDoesNotAgree SoLeave" Yoshi, hear me out...
*Every day, we stray further from the meme gods*
> First-
"TO ANSWER THAT" GOD DAMN IT
Poor prof. Oak, he's probably lost in the oob. ;_;
Hah-
Oak still doesn't remember his grand son's name
And though he wished for death, he was unable to die. So, eventually, he stopped thinking.
but he still know when you want to use your bicycle :D
@@MAX-uh6kh Is that a joe joe reference
"These desolate copies of the original map are traditionally named "Phantom Towns"".
Suddenly, I understand why you were in Lavender Town.
So, we found the equivalent of Super Mario 64's Parallel Universes in Pokemon R/B/Y! Yay!
Well, there are parallel universes in many games.
well now with Pokémon Ultras...
but first,we have to talk about necrosma
@@Miju001 That's right....
Even Spyro 3 I remember had them.... if swimming in area glitch is used... and the player would swim upwards for few minutes straight.... you would end up with a alternate universe version of the same map with no portals, no collision detection, just the OW hub itself.
@@deoxysandmew2162 same in spyro 2 and even 1 if can somehow get up high enugh theres also parrarel universe in hl2dm but not regular hl2.
I love at the end where Professor Oak just takes off walking off the screen. XD
Um. No, I'm not procrastinating. I'm. Doing research. For a novel.
Duth Olec Same here
So have you finished the novel?
@@imaginaryboy2000 probably lol
Oh my God, this is literally parallel universes.
You keep using that word. I do not think it means what you think it means.
hobbified *facepalm*
hobbified
Holy fuck I just figured out that joke
Always wondered what were those phantom towns. That's some creepypasta material.
Indeed, quite the creepypasta for a 7-10 year old boy/girl finding those in the real hardware.
Lavender Phantom Town
The desolate Lavender Towns are parallel towns where everybody died.
In this parallel universe, Pokémon Y's Lysandre succeeded.
This explains a lot >_>
Anyone who's used walk-through-walls knows about crashing when you go outside the walls, but I managed to get behind the freeze buffer once (I think on Sea Route 20, incidentally?) and was very perplexed when I could literally see the other side of the sea fence and Cinnabar's shoreline, but hit the crash buffer when I took the map connection. I asked myself "why does this game have a programmed strip that breaks the game when I can literally see the shoreline, why can't I just go up to Cinnabar???" and now I know and this is honestly super nice to finally get out of my head :I
that is the map border
each side of the border is mapped to a different map (no pun intended) and when the game crashes when you go out of the map you are stepping on a border with an invalid map applied to it
this was patched in gen 3 by the developers not allowing you to step on invalid map borders, making an invisible wall that not even walk through walls will allow you to walk through.
@@TorutheRedFox im no rly good in english
I understand so far but what pun could that be ?
(I im right with pun=joke)
dunno anymore lol
@@selim63389 mapped/map
It’s just a bad code. He made a video showing this.
for nebby it's anything outside the bag
A year later and this comment made me snort.
I'm starting to be interested in this channel. It's like pannenkoek2012 mixed with Stryder7x but it's Pokemon instead of Mario.
But to answer that, we need to talk about parallel universes.
Parallel universes... in Pokemon.
so, uh
can we get an explanation of what happens when Oak doesn't know where to go in that first cutscene?
If you're referring to when you use noclip to meet him in the wall, then it's quite simple.
When oak is in a location other than the two possibilities (without hacks) he will not have a fully scripted path, and will continue to walk left forever. The reason that you see him come around to the other side of the screen is due to how the system renders data. There is basically a large area, and the screen is within that area. When something goes off the edge without being instructed to delete itself from the scene, it will simply loop to the other side.
I know that this is probably wrong, but I'm pretty sure that it's mostly right.
@@rylanmoore8161 yeah, they probably wrote the path as a list of destination tiles, and since oak can never get to the next destination, he'll just walk until he gets there, but he also can't get there, so he'll be there forever
@@RedBlueProductions1 that was a quick reply to a comment 2 years old.
@@rylanmoore8161 i decided to check my notifications lol
The effort you put into this videos.. remarkable! Thank you!
DAT hitmarker and airhorn doe
This is one of the things I always wondered about the first generation of Pokemon, the out of bounds areas.
that means we could make a map of safe OOB exits and entrances. Wrong warp-less speed runs can be made faster using this information!
Nice video! I've been needing a good in-depth explanation on how out of bounds works so thanks for making this video
Interesting stuff. I look forward to you breaking more things.
(Maybe some breakdowns of how generation two works under the hood in the future?)
out of all the things i watch, some of the most informative things i have watched
This is all fascinating stuff, thank you! Been experimenting Glitch City and Out of Bounds results with my childhood copy of Pokemon Blue and my new Gameshark.
So that's why doing the Safari Zone glitch puts you in glitch city. I had no idea it was a wrong warp to OOB. That explains a lot.
7:06 "hacked away" just got a new meaning.
When I was younger, I tried really hard to exploit the OOB on Route 22 and use the X shifting upwards to try and skip the badge checks. I was disappointed that the cave entrance did not work. Learning about this certainly clarifies what was going on, so thanks for putting my "what if" to rest.
14:20 - Get the frig out of my way, kid.
These videos are so bloody interesting. Thanks!
When you hear -the sm64 save file music- the game corner song, it's time to learn
This lesson will be on your test, so learn!
Would it be alright if I did a "voiceover" for this video? It's full of really cool information, and I'd hate for people with vision problems to miss out on something this interesting.
Lets think about it.
How are blind people supposed to play pokemon, and also its not as interesting as watching you know
Andresian vision issues meaning things like dyslexia or deteriorating eyesight that make it hard to read quickly enough to keep up with the vid, my dude. They're more common than you clearly think.
I was talking about people who cant see at all which is more often than dyslexia.
Andresian Total blindness is still less common than age/disease progression/injury making it difficult to read, or other things restricting the ability to keep up with the annotations.
Being an ESL speaker may also be a concern, depending on if spoken or written English is easier for the person in question.
Andresian a little late, but im here. I am blind, i love glitching pokemon especially with friends so i know whats going on. If this guy would do voice overs on these then im in. Oh and i have almost every pokesoundtrack downloaded
this is actually rather informative.
So... if you go all the way past the out-of-bounds area for a map, past every phantom area and etc., do you wrap back around to the original, "real" map?
Yep. Your x or y coordinate will be at 255, or 1111 1111 in binary, the game will attempt to add 1 to it, or 0000 0001, and end up with 256, or 1 0000 0000.
Except these coordinates are stored in a byte, which can store only 8 binary digits. Which means the 1 0000 0000 gets truncated into 0000 0000, or - perhaps really obviously - 0, which is the leftmost / upmost part of the real map.
@@hi-i-am-atan this answered my comment
This glitch is actually pretty similar to Sonic 3k sewer/loopback glitch. Huh.
Of course, SM64's case is caused by variable conversion to simplify physics logic ( PUs don't really exist in the actual data at all; when Mario is in one, he's actually just in the void, with the simplifications causing the physics code to think he isn't and therefore allow him to do stuff he normally shouldn't ), whereas this is just putting "invalid" values into an array look-up function. I'm not super familiar with the loopbacks of Sonic, but I figure it's somewhat close to this.
That said, the lack of objects _is_ for the same reason: objects keep track of their own position, so of course if you're at x position 150 you won't be anywhere near an object at x position 5, no matter how much map data the two share.
( that said, if a game allowed map positions to store event ids to execute when the tile is "used," then a glitch like this _would_ allow, say, a fully functional sign in the phantom town. The main factor in whether or not something can be "duplicated" in code like this is whether or not the functionality of the something is _part_ of what's being "duplicated" )
S3K loopbacks are also moved up 16 tiles.
Could you explain on a crash why vertical lines are drawn, and why text is occasionally replaced with NPC sprites?
Tipically during a crash the rst 38 interrupt vector is triggered through a random 0xff instruction. This vector is unused and simply causes a call to itself which quickly corrupts the stack and overflows into vram and into everything else imaginable, flooding everything with the return instruction of 39 00 (kinda translating to pixel on, pixel off, pixel on, pixel off... in the screen data when the vram gets corrupted.
If the font tile patterns aren't laoded before printing text, the printed tiles look like NPC tiles instead because that's what is loaded in vram while in the overworld.
Crystal_ Thats what I was expecting from the crash, but the NPC text also makes sense.
Also, if the 0xFF instruction tries to write everywhere it can, why do some crashes wipe the save data and others don't? Is it because the CPU hangs before it can get to SRAM?
it should rarely corrupt the save data since SRAM is generally going to be either closed, or opened but bank 0 loaded. Bank 0 is just sprite buffers and HoF data and has no checksum. The only instance where your save would get corrupted is if either bank 1, 2, or 3 are opened while the rst 38 corruption occurs,
+Crystal_ Well that explains why after crashing my game the 8th time (Because when I crashed the first time, my game auto reset and loaded Yellow with more of a purple-ish color so I was trying to recreate that moment), my game's save data pretty much got deleted losing my my missingnos., mew-pikachu hybrid, nidoqueen, gengar, and a bunch of other pokemon and stuff. Oh well. I restarted my progress and will test out glitches on a emulator instead of on my 3ds download. damn you banks 1,2, and 3!!
Nicely done video, I love the videos about these, i'm especially interested in 4 '4.
That other game data gets type-punned into a map still blows my mind years later.
I remember visiting these Parallel Universes as a kid, Seeing a empty cinnabar is so weird.
Wonderfull video zzazz,
I dont fully understnad what youre saying but nevertheless
Great video and kdep up the good work!
"Now you're an expert in out of bounds map mechanics in Generation I Pokémon games!" Yep! That's going straight to my CV!
Really interesting video!
why the hitmarkers and airhorn XD
"now you're an expert in out of bounds map mechanics in Generation I Pokemon games!" you can go to nasa now
Alternatively, instead of using a walk through walls glitch, we can build speed for 12 hours
3:00
phantom towns? do you mean paralel universes?
(i mean, they don't have objects,npcs, or warps)
Or scripts
Tried using this video to try and help me understand why trying to do map connections in the pokered disassembly was so ass
I learnt but not my goal
Wow what a well researched video
Thanks for the great video!
Awesome video.
How many A presses does it take to build up unlimited speed by turning Red to redirect his calculated next position out-of-bounds? Also, how does the bicycle affect his defacto speed?
0,5 A presses, but don't forget the synchronization speed
Try this out on Pokemon Gold. The X-Coordinates OOB works ("phantom routes/town/city") + Map shifting behavior. I found something intresting as well. I found "one way OOB". It's similar to freeze tiles expect for the fact that entering it from one direction doesn't freeze, but the opposite does. Intresting.
so what happens if you go left? or up?
if you keep going down through the OOB glitch city do you eventually end up back where you started?
If you go left you underflow all the way to the right, and if you go up you underflow all the way down, and yes, go far enough and it loops.
i always wondered how 3 houses could classify as a town in the pokemon world. now we know where all these people live. Look at all those broken-up houses in the Glitch Cities. Space for millions of people.
Is there any way to change the memory value of a used or even an unused connecting map warp so that it warps you to a different map than the one it's connected too? Also, are there any connecting map values that aren't used in the game but the game can load without crashing, or can you assign values to a specific region of memory to define your own connecting map value for the game to load?
NOTE The below is me taking a connection issue as a problem in the video. It appears that the block of text I referred to conveniently started right when the connection issue started, and the issue resolves after a few blocks.
----
Third block of text at 6:45 is blurred the whole time it appears! My attempt at reading:
Let’s go back to our formula. The size of the/that
RAM buffer that holds the map data(??) is
1200(?) bytes. We can exceed(??) this boundary
by reaching(??) a(?) very high Y coordinate - the
game will then read map data from memory
areas(??) that contain(??) unrelated information. So
the out of bounds glitch cities actually
represent(??) other parts of the RAM, like
player/Pokemon data, items(??), Pokedex _____,
and so on.
Oh WTF, how long does the blur go on for? The next block is blurred too, idk if for all the time it stays on screen tho.
OK it unblurs at about 7:36.
TF is this blurring tho? I mean, I was just trying to report one from 11:20 to >=11:59 and now it's not happening anymore! Is it a connection problem, which moving from wifi to mobile network eliminated?
It reads fine for me.
3:51
You want to be serious
but
You failed at memes part
1:08 So these are basically the Pokemon equivalent of parallel universe-- *shot*
this is like PU (parallel universe) in super mario 64
Wow, a glitch that is sentient enough to have its own UA-cam channel, nice!
1:54 I think we found out where Gary got his extra Kanto gym badges in the anime.
So in regards to the OOB Glitch City for a specific location, how does this RAM end up becoming graphic tiles and numbers/symbols? Would that just be a side effect of the alphanumeric values being read and loaded into memory? Would that technically also fall into vRAM as well? Huh.
Sunny Town explained! nice video
The ending: "Right behind you Oak!" :P
So you can make warpless/npcless maps in Glitch City with certain item setups?
could you explain how oob works in pokemon diamond/pearl, why going oob to catch darkrai is impossible in some game versions and why they crash and why it's impossible to even get to oob arceus?
or you only do first gen...? :
Hello, Jirachi here. Why are the glitch cities of narrower maps further down? And why do they use unsigned numbers so that the mainland is in the upper left, not the center? And last but not least, what does out of bounds look like in later generations?
Hey, recently i saw your emulator accuracy video, and your "Effects of overflowing the stack with '9F'" video, i saw that the game crashed in an unknown opcode, couldnt you just try this glitch on the VC Version of the game and see if you can find some useful or cool glitches? or is that not possible?
Interesting that the top row of the map isn't shadowed at *any* point.
hey, so while playing pokemon heartgold I encountered a few glitches while having cheat codes and I think you know about what is happening, before Igitwn the piece I enabled pokedex complete, after recieving the pokedex I checked and all the slots were messed up, after putting the cursor over a pokemon, the game crashed... weird and another thing, what is the reason after doing some crazy stuff, all the items are left with a blank name leaving only the amount of the item you have and the items sprite. and would you happen to have any knowledge on the item labels as ???,
it would be awesome if you can explain some of the stuff
One time (I don't remember when) I was messing around with a walk through walls cheat on the john GBAC emulator and I accidentally entered in the OOB area of route 4. I didn't even know that that was possible (and my game didn't crash with the map connection still on)
seeing the graph at 4:11 made me wonder something this is like my tenth time watching this vid but i only just wondered what happens if you go past the last phantom town make a vid on that
So... are the repeating blank maps a similar mathematical phenomenon like what panenkoek calls parallel universes in SM64? But with only an XY plane due to 2D space as opposed to XYZ in 3D space? Sorry if it's obvious, I'm not very good at math-y stuff, it's a bit difficult to wrap my mind around :)
so if you go from Viridian City to the Route to the west, above the warp, and keep on walking upwards, will you eventually reach the proper map used in game?
So... The way i kept my map data on scratch is like, nothing unusual? (Im pretty advanced when it comes to scratch)
I feel like more people should watch this since this is such a nostalga for me lol
One question: Does pararrel universes exist in FireRed/LeafGreen?
What happens when we have 256 (or 0, it's the same) pokémon in our party and we heal at a pokécenter?
Apart from crashing, obviously.
joy will freak out and glitch the screen and the game restarts. sorry for being 3 YEARS LATE
what is the gameshark to ignore map connections?
Hello! I've recently started coding, but I couldn't figure out how to get Pokemon like maps to work. After watching this video, I think I have a clearer idea! Thanks!
Is there a way to disable map transitions with a glitch? I seem to have forgotten
This is very interesting
Really nice job!
Btw, do you still have the lua script for the automated image thing?
ZZAZZ, the thing you did when you went from Viridian City to the route on the left, you said it would overflow and take you to the bottom to explore the OBB. so in theory, is it possible to explore a long way up and get back to the original route?
Again, 7 years later, and I still don't think I've seen anyone actually walk from a Glitch City back to the main land to resume normal gameplay... I assume it might be difficult, but maybe there is some sort of a chance? 💙 If anyone has an answer to this, I'd love to see it!
what if you modified the game to add a map for 0xFF? wouldn't it just load it whenever you went out of bounds? if I was Nintendo, I would put an easter egg in map 0xFF
We need to talk about ghost towns.
in Y direction, the map is periodic with a very very long period. 65536 tiles ?
so... the glitch city is just the game trying to use unrelated RAM as map data? does it mean that you get to glitch city due to the game not knowing where to warp when doing the glitch city glitch?
therefore sending you out of bounds?
@Michal Nemecek imagine getting sent to the fabric of the universe itself outside of normal reality
When you reach the "limit" in OOB map (for example, you reach the x limit), does the game crash or it repeats the whole OOB map?
It repeats
Can you do the same thing with gen 2 or 3?
Can you tell me how to activate wtw without gameshark?
8:42 Ohh that explains why getting into glitch city using the Safari Zone method, it crashes when you get too far from where you landed after the teleport.
Hah, to imagine I'd get to know the reason of that random crash decades after I stumbled upon that glitchy mess...
12:08 Oh... speaking of the devil, man that scared the shit out of my 10 year old self back in the day xD.
Also, funny ending at 14:16, good ol' Oak messing shit up.
You can enable PC item underflow without having to lose all your items if you have regular item underflow and maybe a 9 in an even slot of your rival's name if you want to make things easier, but you really don't need to. And you can sell J items for more than 400000 P$ each.
I like your videos, are so interesant.
What happens when you try to go out of bounds of the out of bounds area?
Like, through the bottom of a glitch city? Or does it just repeat forever?
The position over/underflows, so it loops.
So... Let's do some deductive reasoning. The depth of the "endless border tiles" on the bottom of the map is inverse to the width of the map. Sounds a lot like the game is just writing the map data into a buffer of fixed length and whatever is left at the end of that buffer will just repeat the last tile until the buffer is full. If you step beyond the buffer, you will enter the memory outside of the buffer, which is other game data unrelated to the map.
As for the sideways tiling, the game can't understand where the map data ends. It will just keep reading out the memory, which contains the map built row by row. There are no break points or anything within this map data, it's just one long stream of bits and the map is built row by row (with there probably being some variable right at the beginning of the map data indicating the width of the map) so if you step out of bounds and keep walking in the x direction, you will just enter the next row of the map... But entities are placed with their actual coordinates, rather than being tied to map tiles, which is why those phantom maps have no people in them.
Just one question remains: What would a map look like if you hacked it to wrap map tiles at the wrong intervals? Would the game still playable?
Very goid video!
I wish i could save that out of bounds screenshots you made for some screensavers. But unfortunately the files are no longer available to view..
Nevermind! Found it
I assume the menu popping up at every step in the Sea Route 20 glitch city is a glitch, and not intentional. If I'm right, why did it happen? If I'm wrong, what was the point of that?